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How To: Create Your Own Art Using Pgi's Mechs

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#621 Angelos Sanguinum

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Posted 11 January 2014 - 07:37 AM

Thank you for showing us epic power of the Casaroja's Noesis, its a great tool.



View PostSparks Murphey, on 09 January 2014 - 02:40 PM, said:

At least there they're made of wood. In South Australia, there weren't enough trees that were long or straight enough for the job of hoisting electrical cables through the air, so a man named James Stobie invented the Stobie pole, two beams of steel with the space between them filled with concrete. Rot-proof, termite-proof, fire-proof... and car-proof. A Stobie pole will cut most of the way through an oncoming car without suffering much.
Posted Image
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So now you don't just have 240V cables above your head, you also have nigh-indestructible vehicle smashers lining the road.

Looks like you can't simply drink vodka in South Australia, buhaha :)

Edited by Angelos Sanguinum, 11 January 2014 - 07:42 AM.


#622 Iqfish

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Posted 11 January 2014 - 07:44 AM

We have set up a big scenery for one of our next video projects.

We have connected the blender files to a Dropbox and all members of our unit can render frames, if the want.

The sequence will need about 350 frames, in 4K resolution with 70 AA. Means 8160 Tiles per frame.

Well, thats a lot of work! But thanks to the awesome program Blender, we can share that work.

Edited by IqfishLP, 11 January 2014 - 07:45 AM.


#623 Heffay

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Posted 11 January 2014 - 09:06 PM

View PostIqfishLP, on 11 January 2014 - 07:44 AM, said:

We have set up a big scenery for one of our next video projects.

We have connected the blender files to a Dropbox and all members of our unit can render frames, if the want.

The sequence will need about 350 frames, in 4K resolution with 70 AA. Means 8160 Tiles per frame.

Well, thats a lot of work! But thanks to the awesome program Blender, we can share that work.


I'll be happy to contribute some CPU time. 4k resolution is pretty intense!

#624 Iqfish

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Posted 13 January 2014 - 02:37 PM

Just to be sure:

There is no way to open one of MWO's maps right?

Not even with the Cryengine? Our lead animator is offline right now and I got an idea stuck in my head, but i have never seen someone working with a map from MWO.

Is it too much work or simply not possible?

#625 Heffay

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Posted 13 January 2014 - 02:40 PM

View PostIqfishLP, on 13 January 2014 - 02:37 PM, said:

Just to be sure:

There is no way to open one of MWO's maps right?

Not even with the Cryengine? Our lead animator is offline right now and I got an idea stuck in my head, but i have never seen someone working with a map from MWO.

Is it too much work or simply not possible?


That's a good question. The Star Citizen mod crowd managed to open the hangar module in the Cryengine editor. I'm not sure if those techniques will translate to MWO or not. But map assets alone would be the single biggest boon to modders, so it should probably be something we should dig into.

#626 Iqfish

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Posted 13 January 2014 - 02:43 PM

We have everything set up, but lets say there is a window in the room we are on and currently we are working on doing multiple 2D Images from the map to trick the viewer into thinking this room is on the actual map, but professionals will see the difference.

So, it would be very very cool if we could just open that map.

#627 Heffay

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Posted 13 January 2014 - 02:46 PM

View PostIqfishLP, on 13 January 2014 - 02:43 PM, said:

We have everything set up, but lets say there is a window in the room we are on and currently we are working on doing multiple 2D Images from the map to trick the viewer into thinking this room is on the actual map, but professionals will see the difference.

So, it would be very very cool if we could just open that map.


Funky camera angles can help. Let me guess... River City? :D

#628 Iqfish

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Posted 13 January 2014 - 02:48 PM

Nope :D But I guess that project is down the line.

BUUUT we got something coming up at the end of january, so pretty soon ™, which is reaaally cool.

Filming on Wednesday, if you are interested :rolleyes:

Edited by IqfishLP, 13 January 2014 - 02:49 PM.


#629 Heffay

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Posted 13 January 2014 - 02:49 PM

https://forums.rober...s-assets#latest

That's my modding post for Star Citizen. Inside are gems and links to info on how to load a level into the Cryengine. I'd dig through it, but... work... ya know... :D

#630 Heffay

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Posted 20 January 2014 - 09:28 PM

New version of my mech-importer powershell script:

https://dl.dropboxus...ch-importer.ps1

This one will now import/position all the files, remove doubles, convert tris to quads, and unassigns materials to each of the object files. This will be important once I get the ability to actually assign materials to the mechs. And it wreaked havoc with the recording I was doing this weekend to do part 2 of the training video, because I got to the point where I said "**** it, I'm tired of typing the same stuff over and over, so I'll just add it to my script." As a result, about 90% of what is in the video is now deprecated. :lol:

The good news is creating a mech and the related materials (node groups) is about a 15 minute process for each mech. And you can make your own variants very easily using the Group feature. Will redo the video tomorrow night and try to get it uploaded. Then on to rigging!

#631 Tekadept

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Posted 20 January 2014 - 10:12 PM

Nice to add all that in heffay, I had the same idea for the C# app i wrote, I think I had the same epiphany as you with the "%%%% it " after doing the tris and doubles LOL

I was working on converting the ripped MWO animations into blender, but ive kinda lost my mojo with MWO art now, focusing on Star citizen art instead, once i get back in the flow I'll show you how I do the anims, then you can add that to your script as well :lol:

Edited by Tekadept, 20 January 2014 - 10:13 PM.


#632 Heffay

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Posted 21 January 2014 - 05:27 AM

View PostTekadept, on 20 January 2014 - 10:12 PM, said:

Nice to add all that in heffay, I had the same idea for the C# app i wrote, I think I had the same epiphany as you with the "%%%% it " after doing the tris and doubles LOL

I was working on converting the ripped MWO animations into blender, but ive kinda lost my mojo with MWO art now, focusing on Star citizen art instead, once i get back in the flow I'll show you how I do the anims, then you can add that to your script as well :lol:


I'd love to see how you import the animations into blender! Anything I can do to help you get your mojo back? :lol:

I'd also like to figure out how to convert the .mtl files so that the .obj importer will assign the textures properly. Some day... some day.

Edited by Heffay, 21 January 2014 - 05:28 AM.


#633 baabaa214

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Posted 21 January 2014 - 08:56 AM

Looking for toward to seeing the video.

Edited by baabaa214, 21 January 2014 - 09:00 AM.


#634 Jrago

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Posted 21 January 2014 - 05:47 PM

Didn't know this was allowed then, here is one of my first renders from Nov 2012.
Time to open up CryEngine again ;-)
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#635 Heffay

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Posted 21 January 2014 - 09:04 PM

View PostTekadept, on 17 October 2013 - 03:25 AM, said:

I havent got the animations in directly, but in cryengine SDK i export the animations to HTR file, then i do a script to do the animation in blender manually. it works pretty decent, I cant find a way to import the HTR file directly into blender though.


It's time to fess up your secrets, Tekadept! ;-)

#636 baabaa214

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Posted 22 January 2014 - 06:41 AM

I tried Heffay updated file and getting these errors.
The Head is 90x 90y out of sync.

when importing the files are:
bpy.ops.import_scene.obj(filepath="e:\\mech\\cplt_centre_torso.obj")
bpy.context.scene.objects.active=bpy.data.objects ["cplt_centre_torso"]
bpy.context.active_object.rotation_mode="QUATERNION"
bpy.context.active_object.rotation_quaternion=[0.70710701,0,-0.70710701,0]
bpy.ops.transform.translate(value=(-4.63991e-007,-1.4877299e-006,10.6795))

Output from Blender is:
>>> bpy.ops.import_scene.obj(filepath="e:\\mech\\cplt_centre_torso.obj")

importing obj 'e:\\mech\\cplt_centre_torso.obj'
parsing obj file...
0.0800 sec
loading materials and images...
Material not found MTL: b'e:\\mech\\unused.mtl'
0.0010 sec
building geometry...
verts:6237 faces:2079 materials: 2 smoothgroups:0 ...
finished importing: b'e:\\mech\\cplt_centre_torso.obj' in 0.1190 sec.
{'FINISHED'}

>>> bpy.context.scene.objects.active=bpy.data.objects ["cplt_centre_torso"]
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
KeyError: 'bpy_prop_collection[key]: key "cplt_centre_torso" not found'

>>> bpy.context.active_object.rotation_mode="QUATERNION"
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'rotation_mode'

>>> bpy.context.active_object.rotation_quaternion=[0.70710701,0,-0.70710701,0]
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'NoneType' object has no attribute 'rotation_quaternion'

>>> bpy.ops.tra

Edited by baabaa214, 22 January 2014 - 06:41 AM.


#637 Heffay

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Posted 22 January 2014 - 09:21 PM

Part 2 of my training videos. This one focuses on the new mech layout, and shows how to use my script to simplify importing the mech. It also details how to add the materials, and how to create custom versions of the mechs using groups.



The last video (probably won't be out for a month or so) will do rigging and animation. Enjoy!

Oh, and a fixed version of my script is here:

https://dl.dropboxus...ch-importer.ps1

Edited by Heffay, 22 January 2014 - 09:21 PM.


#638 Gumon Choji

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Posted 22 January 2014 - 09:35 PM

Abrams is 60 tons. All the mechs are less dense than modern arms. Thus they are bigger due to "spage age " materials. Or something.

PS I love seeing what I have felt. I wish you could include the new mechs and show how the CT hit location can be larget than light mechs.

#639 baabaa214

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Posted 23 January 2014 - 07:53 AM

Heffay well done.

Enjoyed the video and helped GREATLY. I have not dnloaded the new file; but working off the old was able to get the Catapult pulled; correct and working model.

I have updated the Catapult and put the LRM 20 pods back into the model. I pulled the others and imported the LRM 15 older thinner pods and converted them the IMP (improved missile pods) [racked configured]. Really kewl i think.

Thank you again for your assistance.
Great Video.

Edited by baabaa214, 23 January 2014 - 07:54 AM.


#640 Heffay

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Posted 23 January 2014 - 08:11 AM

View Postbaabaa214, on 23 January 2014 - 07:53 AM, said:

Heffay well done.

Enjoyed the video and helped GREATLY. I have not dnloaded the new file; but working off the old was able to get the Catapult pulled; correct and working model.

I have updated the Catapult and put the LRM 20 pods back into the model. I pulled the others and imported the LRM 15 older thinner pods and converted them the IMP (improved missile pods) [racked configured]. Really kewl i think.

Thank you again for your assistance.
Great Video.


Glad I could help, and can't wait to see some of the artwork that ensues!





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